
#include "cocos2d.h"
#include "AppDelegate.h"
#include "SimpleAudioEngine.h"
#include "support/CCNotificationCenter.h"
#include "CCLuaEngine.h"
#include <string>

// lua extensions
#include "lua_extensions.h"
// cocos2dx_extensions luabinding
#include "cocos2dx_extensions_luabinding.h"
// cocos2dx_extra luabinding
#include "luabinding/cocos2dx_extra_luabinding.h"
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
#include "luabinding/cocos2dx_extra_ios_iap_luabinding.h"
#endif

using namespace std;
using namespace cocos2d;
using namespace CocosDenshion;

AppDelegate::AppDelegate()
{
    // fixed me
    //_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF|_CRTDBG_LEAK_CHECK_DF);
} 

AppDelegate::~AppDelegate()
{
    // end simple audio engine here, or it may crashed on win32
    SimpleAudioEngine::sharedEngine()->end();
}

bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
    pDirector->setProjection(kCCDirectorProjection2D);
    
    // set FPS. the default value is 1.0/60 if you don't call this
    pDirector->setAnimationInterval(1.0 / 60);
    
    // register lua engine
    CCLuaEngine *pEngine = CCLuaEngine::defaultEngine();
    CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);    
    
    CCLuaStack *pStack = pEngine->getLuaStack();
    lua_State* L = pStack->getLuaState();
    
    // load lua extensions
    luaopen_lua_extensions(L);
    // load cocos2dx_extensions luabinding
    luaopen_cocos2dx_extensions_luabinding(L);
    // load cocos2dx_extra luabinding
    luaopen_cocos2dx_extra_luabinding(L);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    luaopen_cocos2dx_extra_ios_iap_luabinding(L);
#endif
    
    string path("scripts/main.lua");
    path = CCFileUtils::sharedFileUtils()->fullPathForFilename(path.c_str());
    size_t p = path.find_last_of("/\\");
    if (p != path.npos)
    {
        const string dir = path.substr(0, p);
        pStack->addSearchPath(dir.c_str());
        
        p = dir.find_last_of("/\\");
        if (p != dir.npos)
        {
            pStack->addSearchPath(dir.substr(0, p).c_str());
        }
    }
    
    string env = "__LUA_STARTUP_FILE__=\"";
    env.append(path);
    env.append("\"");
    pEngine->executeString(env.c_str());
    
    CCLOG("------------------------------------------------");
    CCLOG("LOAD LUA FILE: %s", path.c_str());
    CCLOG("------------------------------------------------");
    pEngine->executeScriptFile(path.c_str());
    
    return true;
}

// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground()
{
    CCDirector::sharedDirector()->stopAnimation();
    CCDirector::sharedDirector()->pause();
    SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
    SimpleAudioEngine::sharedEngine()->pauseAllEffects();
    CCNotificationCenter::sharedNotificationCenter()->postNotification("APP_ENTER_BACKGROUND");
}

// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
    CCDirector::sharedDirector()->startAnimation();
    CCDirector::sharedDirector()->resume();
    SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
    SimpleAudioEngine::sharedEngine()->resumeAllEffects();
    CCNotificationCenter::sharedNotificationCenter()->postNotification("APP_ENTER_FOREGROUND");
}
